How to add textures to a collada file imported from Fuse
In order for the textures to appear on the object, you must assign a material that uses the textures.

Here is how you would set up such a material if you are using the cycles render engine.

First go to the materials section of the properties view, and click new to add a new material.


Then go to the node editor and use a node setup like this to combine the textures.


The main color of the material comes from the diffuse shader, which gets its color from the image texture node plugged into its color input.  This texture should be the one labeled "diffuse".

The gloss map (usually called specularity map, or spec map for short) is used to denote glossiness across the model.  To implement this you use it as the factor of a mix shader between a diffuse and a glossy shader.  Make sure the glossy shader is in the bottom socket, since the factor value is the fraction of the second input that contributes to the output.  If you want more control you can add a color ramp node between the image texture and the mix shader and play with the values.

Finally normal maps are used for altering the surface normals to fake small bumps on the object.  The red and green channels of the texture are used to define the x and y components of the normal vector at each point.  To use a normal map simply plug it into the color input of a normal map node and plug the normal output into the normal input of the shaders you want it to affect, in this case all of them (the duffuse and glossy).